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ryzom-core/ryzom/client/src/animation_fx.h

91 lines
2.5 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_ANIMATION_FX_H
#define CL_ANIMATION_FX_H
#include "client_sheets/animation_fx_sheet.h"
#include "client_sheets/animation_fx_set_sheet.h"
namespace NL3D
{
class UTrack;
class UAnimationSet;
class UParticleSystemInstance;
}
namespace NLGEORGES
{
class UFormElm;
}
/** Sheet of a fx that must be played with an animation.
* Such an fx has the following properties :
* - it can have a color
* - it can be sticked to a bone when used with a skeleton
* - it can follow a position spline for more sophisticated effects.
*
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2003
*/
class CAnimationFX
{
public:
NL3D::UTrack *PosTrack; // Filled after init : additionnal pos track to animate the fx
const CAnimationFXSheet *Sheet;
public:
// ctor
CAnimationFX(const std::string &psName = "", const float *userParams = NULL);
void init(const CAnimationFXSheet *sheet, NL3D::UAnimationSet *as);
/** helper : create instance matching that sheet. NB : the instance is not sticked neither positionned.
* 4 user params may be supplied to replace the default ones
*/
NL3D::UParticleSystemInstance createMatchingInstance(const float *customUserParams = NULL) const;
private:
// build track for that fx, using the given animation set
void buildTrack(NL3D::UAnimationSet *as);
};
/** A set of anim fx serialized from a .animation_fx_set sheet.
* Those fx are intended to be all instanciated at once, hence the small number of instances
*/
class CAnimationFXSet
{
public:
enum { MaxNumFX = CAnimationFXSetSheet::MaxNumFX };
std::vector<CAnimationFX> FX; // matching track for each fx
const CAnimationFXSetSheet *Sheet;
public:
CAnimationFXSet() : Sheet(NULL) {}
void init(const CAnimationFXSetSheet *sheet, NL3D::UAnimationSet *as);
};
#endif